diff --git a/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..2659e331 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 2880 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 ); +uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<10; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..47e31a3f --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 5120 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 ); +uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<10; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 8 --reduce 8 37 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Enthusiast/BreathOfTheWild_2880p/rules.txt b/Enthusiast/BreathOfTheWild_2880p/rules.txt index 68b6a1f0..6c363494 100644 --- a/Enthusiast/BreathOfTheWild_2880p/rules.txt +++ b/Enthusiast/BreathOfTheWild_2880p/rules.txt @@ -61,7 +61,6 @@ overwriteHeight = 1152 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 1280 overwriteHeight = 720 @@ -80,14 +79,12 @@ overwriteHeight = 720 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 720 overwriteHeight = 360 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 320 overwriteHeight = 180 diff --git a/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..b8791186 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 4320 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 ); +uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<14; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..0e684559 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 7680 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 ); +uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<14; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 14 --reduce 14 57 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Enthusiast/BreathOfTheWild_4320p/rules.txt b/Enthusiast/BreathOfTheWild_4320p/rules.txt index 556f1581..1566c722 100644 --- a/Enthusiast/BreathOfTheWild_4320p/rules.txt +++ b/Enthusiast/BreathOfTheWild_4320p/rules.txt @@ -61,7 +61,6 @@ overwriteHeight = 1728 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 1920 overwriteHeight = 1080 @@ -80,13 +79,11 @@ overwriteHeight = 1080 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 960 overwriteHeight = 540 [TextureRedefine] # O width = 80 -formats = 0x001 #Scale depth masking, not bloom height = 45 overwriteWidth = 480 overwriteHeight = 270 diff --git a/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..5db57049 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 5760 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 ); +uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<20; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..e61de54b --- /dev/null +++ b/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 10240 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 ); +uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<20; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 29 --reduce 29 129 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Enthusiast/BreathOfTheWild_5760p/rules.txt b/Enthusiast/BreathOfTheWild_5760p/rules.txt index d5780e1f..188d7ab8 100644 --- a/Enthusiast/BreathOfTheWild_5760p/rules.txt +++ b/Enthusiast/BreathOfTheWild_5760p/rules.txt @@ -61,7 +61,6 @@ overwriteHeight = 2304 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 2560 overwriteHeight = 1440 @@ -80,14 +79,12 @@ overwriteHeight = 1440 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 1281 overwriteHeight = 721 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 640 overwriteHeight = 360 diff --git a/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..a9e4bfeb --- /dev/null +++ b/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 1080 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 ); +uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<4; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..c9d0fa93 --- /dev/null +++ b/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 1920 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 ); +uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<4; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 3 --reduce 3 13 --linear +//game original --expand 2 --reduce 2 9 --linear \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1080p/rules.txt b/Quality/BreathOfTheWild_1080p/rules.txt index 6d0b0c95..48d84b3d 100644 --- a/Quality/BreathOfTheWild_1080p/rules.txt +++ b/Quality/BreathOfTheWild_1080p/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 541 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 480 overwriteHeight = 270 @@ -86,13 +85,11 @@ overwriteHeight = 270 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 240 overwriteHeight = 135 [TextureRedefine] # O width = 80 -formats = 0x001 #Scale depth masking, not bloom height = 45 overwriteWidth = 120 overwriteHeight = 68 diff --git a/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..a9e4bfeb --- /dev/null +++ b/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 1080 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 ); +uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<4; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..db3df026 --- /dev/null +++ b/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 2560 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 ); +uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<5; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 4 --reduce 4 17 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_1080pUW/rules.txt b/Quality/BreathOfTheWild_1080pUW/rules.txt index cf440b55..db19e49d 100644 --- a/Quality/BreathOfTheWild_1080pUW/rules.txt +++ b/Quality/BreathOfTheWild_1080pUW/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 541 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 640 overwriteHeight = 270 @@ -86,13 +85,11 @@ overwriteHeight = 270 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 320 overwriteHeight = 135 [TextureRedefine] # O width = 80 -formats = 0x001 #Scale depth masking, not bloom height = 45 overwriteWidth = 160 overwriteHeight = 68 diff --git a/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..96a3dfeb --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 1440 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 ); +uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<5; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..db3df026 --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 2560 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 ); +uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<5; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 4 --reduce 4 17 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_1440p/rules.txt b/Quality/BreathOfTheWild_1440p/rules.txt index 221b6065..278fad77 100644 --- a/Quality/BreathOfTheWild_1440p/rules.txt +++ b/Quality/BreathOfTheWild_1440p/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 721 [TextureRedefine] #q-res1, main bloom, AO width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 640 overwriteHeight = 360 @@ -86,14 +85,12 @@ overwriteHeight = 360 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 320 overwriteHeight = 180 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 160 overwriteHeight = 90 diff --git a/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..96a3dfeb --- /dev/null +++ b/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 1440 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 ); +uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<5; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..b7c204e7 --- /dev/null +++ b/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 3440 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.12858845, 0.22686677, 0.13719611, 0.05487844, 0.01422774, 0.00231288, 0.00022383 ); +uniform float offset[] = float[]( 0.00000000, 1.46153846, 3.41025641, 5.35897436, 7.30769231, 9.25641026, 11.20512821 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<7; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 7 --reduce 7 25 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_1440pUW/rules.txt b/Quality/BreathOfTheWild_1440pUW/rules.txt index 8b3e2ce2..ffc5bee6 100644 --- a/Quality/BreathOfTheWild_1440pUW/rules.txt +++ b/Quality/BreathOfTheWild_1440pUW/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 721 [TextureRedefine] #q-res1, main bloom, AO width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 860 overwriteHeight = 360 @@ -86,14 +85,12 @@ overwriteHeight = 360 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 430 overwriteHeight = 180 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 215 overwriteHeight = 90 diff --git a/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..7a33de92 --- /dev/null +++ b/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 1800 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 ); +uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<7; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..44d8d503 --- /dev/null +++ b/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 3200 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 ); +uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<7; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 5 --reduce 5 25 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_1800p/rules.txt b/Quality/BreathOfTheWild_1800p/rules.txt index 3c68ae62..65c3cf6b 100644 --- a/Quality/BreathOfTheWild_1800p/rules.txt +++ b/Quality/BreathOfTheWild_1800p/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 901 [TextureRedefine] #q-res1 Main bloom pass, AO width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 800 overwriteHeight = 450 diff --git a/Quality/BreathOfTheWild_2160p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..7cc7869c --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 2160 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 ); +uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<8; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_2160p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..e2c011b1 --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 3840 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 ); +uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<8; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 6 --reduce 6 29 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_2160p/rules.txt b/Quality/BreathOfTheWild_2160p/rules.txt index ec9291f4..4978c778 100644 --- a/Quality/BreathOfTheWild_2160p/rules.txt +++ b/Quality/BreathOfTheWild_2160p/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 1082 [TextureRedefine] #q-res1 Main bloom pass, AO width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 960 overwriteHeight = 540 @@ -86,14 +85,12 @@ overwriteHeight = 540 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 480 overwriteHeight = 270 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 240 overwriteHeight = 135 diff --git a/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..7cc7869c --- /dev/null +++ b/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 2160 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 ); +uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<8; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..47e31a3f --- /dev/null +++ b/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,39 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 5120 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 ); +uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<10; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; + } + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 8 --reduce 8 37 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_2160pUW/rules.txt b/Quality/BreathOfTheWild_2160pUW/rules.txt index 8b83c7c4..e12315b7 100644 --- a/Quality/BreathOfTheWild_2160pUW/rules.txt +++ b/Quality/BreathOfTheWild_2160pUW/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 1082 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 1280 overwriteHeight = 540 @@ -86,13 +85,11 @@ overwriteHeight = 540 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 640 overwriteHeight = 270 [TextureRedefine] # O width = 80 -formats = 0x001 #Scale depth masking, not bloom height = 45 overwriteWidth = 320 overwriteHeight = 136 diff --git a/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..2009693d --- /dev/null +++ b/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 12d8627fe9906695 // vertical bloom 1080 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = R2f; +} diff --git a/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..8cd2745e --- /dev/null +++ b/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,30 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6279271034da8f93 // horizontal bloom 1920 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = R2f; +} + + +//game original --expand 2 --reduce 2 9 --linear \ No newline at end of file